Disciple of the Sun [Divine]
You can destroy undead instead of merely turning them.
Prerequisite: Ability to turn or rebuke undead, good alignment.
Benefit: You may spend two turn undead attempts when you turn undead instead of one. If you do then you get to destroy the undead instead of turning them.
Source: Complete Divine.
Divine Accuracy [Divine]
You can channel positive energy to give your allies’ melee attacks another chance to strike true against incorporeal creatures.
Prerequisite: Ability to turn or rebuke undead
Benefits: Spend one of your turn or rebuke attempts to grant all your allies (including yourself) within a 60-foot burst the ability to reroll their miss chance with melee attacks whenever they miss a foe because of a miss chance caused by incorporealness. This effect lasts for 1 minute and can be used once per missed attack.
Source: Libris Mortis (The Book of Undead).
Divine Armor [Divine]
You call upon your deity to protect you in your hour of need by wreathing you in divine power that wards off your enemies’ attacks.
Prerequisite: Divine caster level 5th, ability to turn or rebuke undead
Benefits: As a swift action, you can expend a turn or rebuke undead attempt to gain damage reduction 5/- until the start of your next turn.
Source: Players Handbook II.
Divine Fortune [Divine]
With a quick prayer, you channel divine energy to help resist a spell, poison, or other deadly effect.
Prerequisite: Divine caster level 5th, ability to turn or rebuke undead
Benefits: As an immediate action, you can expend a turn or rebuke undead attempt to gain a +4 bonus on your next saving throw. If this benefit is not used immediately, it lasts until the start of your next turn.
Source: Players Handbook II.
Divine Justice [Divine]
You can channel divine energy to turn your foe’s strength against him, striking him with the same force that he used against you.
Prerequisite: Ability to turn or rebuke undead
Benefits: As a swift action, you can expend a turn or rebuke undead attempt to mark an opponent as the target of this feat. The next time this opponent strikes you with an armed melee attack or a natural weapon, record the damage he deals. The next time you strike him in melee, you deal that damage or your weapon’s normal damage, whichever is greater. Your weapon’s qualities still determine if damage reduction applies to the damage you deal.
You can mark only one opponent at a time with this feat. You must take damage from your foe within 1 minute of using this feat, or your turn or rebuke undead attempt is wasted. After taking damage, you must strike your foe within 1 minute, or you lose this feat’s benefit. Until you strike your foe and trigger the feat’s benefit, you cannot use this feat again to mark the same or a different opponent.
Source: Players Handbook II.
Divine Metamagic [Divine]
You can channel energy into some of your divine spell to make them more powerful.
Prerequisite: Ability to turn or rebuke undead
Benefits: When you take this feat, choose a metamagic feat that you already possess. As a free action, you can take the energy from turning or rebuking undead and use it to apply a metamagic feat to spells that you know. You must spend one turn or rebuke attempt, plus an additional attempt for each level increase in the metamagic feat you’re using. Because you are using positive or negative energy to augment your spells, the spell slot for the spell does not change.
Special: This feat may be taken multiple times. Each time you take this feat, choose a different metamagic feat to which to apply it.
Source: Complete Divine.
Divine Spell Power [Divine]
You can channel positive or negative energy to enhance your divine spellcasting.
Prerequisite: Ability to turn or rebuke undead, able to cast 1st-level divine spells.
Benefits: You can spend a turn or rebuke attempt as a free action and roll a turning check (with a special +3 bonus, plus any other modifiers you would normally apply to your turning check). Treat the result of the turning check as a modifier to your caster level on the next divine spell you cast in that round. If you do not cast a divine spell before your next turn, you lose the effect of the check result. This feat has no effect on your arcane spellcasting ability.
Source: Complete Divine.
Divine Ward [Divine]
You create a channel of divine energy between yourself and a willing ally. This link allows you to cast you spell upon him from greater than normal range.
Prerequisite: Ability to turn or rebuke undead
Benefits: Once every 24 hours, you can spend 10 minutes creating a magical ward between you and one willing target. For the rest of the 24-hour period, you can increase the range of a touch spell to short range (25 ft. + 5 ft. per two caster levels) if you target the warded creature, and only the warded creature. When you cast a spell in this manner, you must expend a turn or rebuke undead attempt.
You can create a ward between you and more than one target, so long as you expend the necessary time and turning attempts. You must expend a turn or rebuke undead attempt to create each ward beyond the first.
Source: Players Handbook II.
Empower Turning [General]
You can turn or rebuke greater numbers of undead with a single turning attempt.
Prerequisite: Ability to turn or rebuke undead.
Benefit: You can turn or rebuke more undead than usual. After adding your cleric level and Charisma modifier to your turning damage roll, multiply the result by 1.5.
Source: Complete Divine.
Glorious Weapon [Divine]
You can channel positive or negative energy to imbue your allies’ weapons with an alignment.
Prerequisite: Ability to turn or rebuke undead
Benefits: Spend one of your turn or rebuke attempts as a standard action to align the melee weapons (including natural weapons) of all allies within a 60-ft. burst as good (if you channel positive energy) or evil (if you channel negative energy). Such weapons can overcome damage reduction as if they had the appropriate alignment. The effect lasts until the end of your next turn.
Source: Complete Divine.
Quicken Turning [General]
You can turn or rebuke undead with a moment’s thought.
Prerequisite: Ability to turn or rebuke undead.
Benefit: You can turn or rebuke undead as a free action. You may still make only one turning attempt per round.
Source: Complete Divine.
Retrieve Spell [Divine]
You can channel raw divine energy to recharge a previously cast spell.
Prerequisite: Any two divine feats, ability to turn or rebuke undead
Benefits: As a standard action, you can expend turn or rebuke undead attempts to recover a spell you have already cast that day. You must spend a number of daily uses equal to 1 + the level of the spell you wish to recover. You can recover only spells within the class that grants your turn or rebuke undead ability. You cannot, for example, use this ability to regain a previously cast wizard spell.
Source: Complete Champion.
Sacred Boost [Divine]
You can channel positive energy to increase the power of cure wounds spells cast near you.
Prerequisite: Ability to turn undead
Benefits: Spend one of your turn attempts as a standard action to place an aura of positive energy upon each creature within a 60 ft. burst. Any cure spell cast on one of these creatures before the end of your next turn is automatically maximized with no adjustment to the spell’s level or casting time.
Source: Complete Divine.
Sacred Healing [Divine]
You can channel positive energy to grant nearby living creatures the ability to recover from their wounds quickly.
Prerequisite: Heal 8 ranks, ability to turn undead
Benefits: You can spend a turn attempt as a full-round action to grant fast healing 3 to all living creatures within a 60-ft. burst. The fast healing lasts for a number of rounds equal to 1+ your Charisma modifier (minimum 1 round).
Source: Complete Divine.
Sacred Purification [Divine]
You serve as a conduit of divine energy, filling the area around with power that aids the living and saps the undead.
Prerequisite: Sacred Healing, ability to turn or rebuke undead
Benefits: As a swift action, you can expend a turn undead attempt to create a pulse of divine energy. All living creatures within 60 ft. of you heal an amount of damage equal to 1d8 points + your Charisma bonus (if any). All undead creatures in this area take damage equal to 1d8 points + your Charisma bonus (if any).
Source: Players Handbook II.
Sacred Vengeance [Divine]
You can channel energy to deal extra damage against undead in melee
Prerequisite: Ability to turn undead.
Benefit: As a free action, spend one of your turn undead attempts to add 2d6 points of damage to all your successful melee attacks against undead until the end of the current round.
Source: Libris Mortis (The Book of Undead).
Sacred Radiance [Divine]
You channel divine energy to fill the area around you with a soothing, gentle radiance.
Prerequisite: Divine caster level 9th, ability to turn or rebuke undead
Benefits: As a standard action, you can expend a turn undead attempt to bathe yourself in light. This light provides bright illumination in a 6-ft. radius emanation centered on you and an additional 60 feet of shadowy illumination beyond that area. The light moves as you move, keeping you at the center of its area. It temporarily negates areas of magical darkness created by spells of 3rd level or lower.
Any non-evil creature within 60 feet of you gains a +2 morale bonus on saves against fear, poisig, disease, and death effects. Evil creatures take a -2 penalty on saves against fear effects.
This benefit lasts for 10 minutes.
Source: Players Handbook II.
Sacred Vitality [Divine]
You can channel positive energy to gain protection from damage to your abilities or your life force.
Prerequisite: Ability to turn undead.
Benefit: As a standard action, you can spend one of your turning attempts to gain immunity to ability damage, ability drain, and energy drain for 1 minute.
Source: Libris Mortis (The Book of Undead).
Spiritual Counter [Divine]
Your devotion and faith allow you to counter the effects of other spells.
Prerequisite: Any other divine feat, ability to turn or rebuke undead
Benefits: As a standard (readied) action, you can expend one or more turn or rebuke attempts to counter another caster’s spell, as though you had cast the same spell yourself (see Counterspells, PH 170). You must spend a number of daily uses equal to 2+ the level of the spell you wish to counter (minimum 1) and be able to cast that spell as if it were on your spell list.
Normal: You can counter a spell only by casting the same spell, a specific counterspell, or dispel magic.
Source: Complete Champion.
Spurn Death’s Touch [Divine]
You can channel divine energy to remove some of the harmful effects of attacks made by undead creatures.
Prerequisite: Ability to turn undead.
Benefit: As a standard action that does not provoke attacks of opportunity, you can spend one of your turning attempts for the day to touch an ally to heal 1d4 points of ability damage, remove a paralysis effect, or remove a negative level. You can only use this effect to heal ability damage dealt by an undead creature or remove effects caused by an undead creature.
Source: Libris Mortis (The Book of Undead).